/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_AimOffsetLookAt.h
This node uses a source transform of a socket on the skeletal mesh to automatically calculate Yaw and Pitch directions for a referenced aim offset given a point in the world to look at.
struct FAnimNode_AimOffsetLookAt : public [FAnimNode_BlendSpacePlayer](API\Runtime\AnimGraphRuntime\AnimNodes\FAnimNode_BlendSpacePlayer)
float
Alpha
Amount of this node to blend into the output pose
FPoseLink
BasePose
bool
bIsLODEnabled
Cached flag to indicate whether LOD threshold is enabled
FVector
CurrentBlendInput
Cached calculated blend input
int32
LODThreshold
Max LOD that this node is allowed to run For example if you have LODThreshold to be 2, it will run until LOD 2 (based on 0 index) when the component LOD becomes 3, it will stop update/evaluate currently transition would be issue and that has to be re-visited
FVector
LookAtLocation
Location, in world space to look at
FBoneReference
PivotSocketBoneReference
Cached reference to the pivot socket's bone
FTransform
PivotSocketLocalTransform
Cached local transform of the pivot socket
FName
PivotSocketName
Socket or bone to treat as the look at pivot (optional).
FVector
SocketAxis
Direction in the socket transform to consider the 'forward' or look at axis
FBoneReference
SocketBoneReference
Cached reference to the source socket's bone
FTransform
SocketLocalTransform
Cached local transform of the source socket
FName
SourceSocketName
Socket or bone to treat as the look at source. This will then be pointed at LookAtLocation